|
Post by unimportantguy on Jul 9, 2021 2:24:36 GMT
I legit love my Nintendo Switch and Wii U Pro Controllers for fighting games but I don't have a Bluetooth receiver for my PC. I know Steam 100% natively supports the Switch controller but I dunno about the Wii U one.
I guess I could technically plug in a long USB-C to USB-A cable and use the Switch controller wired. I have a couple lying around. I should check and see how that works.
|
|
|
Post by OrochiGeese on Jul 9, 2021 5:52:52 GMT
I really liked the Wii Classic controller for Tatsunoko vs. Capcom so I'm not surprised the Wii U pro controller is quality. The first party controllers for recent systems are pretty non-traditional but they had some excellent alternate controllers for more action intensive games. It dates back to the proud tradition to one of my favorite controllers of all time: The NES Max which complimented the standard NES controller.
I really miss playing Tatsunoko vs. Capcom š¢
|
|
|
Post by BakFu on Jul 9, 2021 6:10:07 GMT
.Ā Ā I really miss playing Tatsunoko vs. Capcom š¢ Crap, I totally forgot about that game! That was a great game, and what a cool mash up! How did they miss the chance to follow that one up? So cool to use the Gatcheman guys and all of the other characters Iād never even heard of. Wow, I still have my copy somewhere, maybe itās time to dust off the Wiiā¦ š
|
|
|
Post by OrochiGeese on Jul 9, 2021 6:20:53 GMT
I remember playing the heck out of TvsC around 2009 or so. I didn't have a PS3 yet so I had no access to SF4 but I think I actually liked TvsC better in retrospect. It was pure fun and the roster was awesome. I really liked being exposed to new characters I never heard about on the T side. Capcom made it feel like an anime game.
It's been a while but I think my favorite T characters were Doronjo, Ippatsuman, and Yatterman 2.
I liked Frank West on the C side and, when times got tough, I'd lean on Ryu to finish the job.
|
|
|
Post by unimportantguy on Jul 9, 2021 8:21:41 GMT
TvC kicked ass. Probably my favorite of the Capcom "Vs" games, and one of the only fighters I've ever played where I just couldn't pick a main because the whole cast ruled.
Shit now I wanna sit down and play some TvC. I don't have a way to capture footage from my WiiU to upload though, and I'd bet the multiplayer is dead as a doornail at this point.
|
|
|
Post by unimportantguy on Jul 9, 2021 19:53:55 GMT
I'm happy to report that using my Switch controller with a really long USB cable worked. The results can be seen below.
lol I'm bad at Strive part 16: Shadowboxing
|
|
|
Post by unimportantguy on Jul 10, 2021 10:28:17 GMT
There has been one character in the Guilty Gear Strive cast I have not beaten once. A single bugbear that has I've been unable to get over, an obstacle I could not surpass. Until now. Presenting:
lol I'm bad at Strive part 17: At this circus, I'm the lion tamer
Now I feel like I can truly do anything. I might even learn to handle crossups so I don't drop rounds whenever someone does one.
|
|
|
Post by unimportantguy on Jul 11, 2021 8:42:01 GMT
I have another excellent example of me completely failing at this game.
lol I'm bad at Strive part 18: Feast or Famine
|
|
|
Post by unimportantguy on Jul 12, 2021 19:55:03 GMT
lol I'm bad at Strive part 19: COUNTER
One thing you may notice if you've been watching my videos is that damage in Guilty Gear Strive is pretty high, and matches can end very quickly. In this match I worked specifically on not using the low slide kick as much, and specifically wanted to use the range and versatility of May's standing kick and the result is that I kind of feel like I trolled the shit out of my opponent.
|
|
|
Post by unimportantguy on Jul 13, 2021 20:31:22 GMT
lol I'm bad at Strive part 20: That worked? THAT WORKED?!
I'd been working for a while on wall combos off of May's command throw, as well as seeing what I could do by Roman Cancelling a regular throw, but I never once during my practice sessions got a Roman Cancelled regular throw to go in the direction I was throwing someone. It always went the other way. So my combo that I'd been labbing went out the window and I just started mashing out dolphins and somehow it worked?
|
|
|
Post by unimportantguy on Jul 14, 2021 19:58:56 GMT
Let's chat a little about tactics. If you're going to be doing risky moves, one of the most important things you can do is conditioning, ie psyching out your opponent so that they're expecting something else. This is especially important for grappler players, who need to condition their opponent to be looking for a strike to block so that they can get in for a grapple (or vice versa: If you've got an opponent looking for that big grapple, you start throwing out your strikes). Why am I bringing this up? Well...
lol I'm bad at Strive part 21: Slide Kicks for Everybody
What you're seeing in this video is the result of conditioning. I played like a dozen matches with this dude and this was from the latter half of the set. For most of those matches, I kept throwing out overheads, which made him want to block high. Once I had him scared of my overheads, I started using my slide kick for hard knockdowns to keep up pressure. Once he was blocking low again to expect the slide kicks, I switched back and got him with a big overhead.
|
|
|
Post by OrochiGeese on Jul 14, 2021 23:18:17 GMT
Let's chat a little about tactics. If you're going to be doing risky moves, one of the most important things you can do is conditioning, ie psyching out your opponent so that they're expecting something else. This is especially important for grappler players, who need to condition their opponent to be looking for a strike to block so that they can get in for a grapple (or vice versa: If you've got an opponent looking for that big grapple, you start throwing out your strikes). 100% agree with all of this. I also agree conditioning is huge if you use grapplers. In SF and KOF, I rely a lot on early set-ups that use standing or jumping strikes so that later I can switch up and attempt command throws once I have meter. I use "empty jumps" a lot later in the match which keep the defense off balance and allow me to input complicated motions (like 360's, etc). A closely related topic to "conditioning" is "walls." I don't know if you guys have ever heard of David Sirlin. He's known these days as a game designer and game developer. But back in the 90's and 00's he was known as a top tournament player in just about every SF game. I once had the chance to play him in person and got so decisively beaten that it forced me to evolve my game and get better. He wrote a book called "Playing to Win" which is available online: www.sirlin.net/ptwI have learned a ton from that book and I recommend it to any fighting game or competitor in any field. He makes mention of Sun Tsu's "Art of War" a lot and applies it to fighting games. This excerpt on "Walls" is part of his second chapter: www.sirlin.net/ptw-book/2-the-sheathed-sword If you are interested, I'd recommend reading the part of the chapter before that section for full context. Also, he actually mentions an earlier version of Guilty Gear later on in that chapter.
|
|
|
Post by unimportantguy on Jul 15, 2021 0:26:15 GMT
I probably should read Sirlin but his writing style drives me nuts. It comes across as very smug.
|
|
|
Post by OrochiGeese on Jul 15, 2021 4:34:28 GMT
Yeah, his style and tone has long been seen as an obstacle to people wanting to read some of his work.
That and people didn't like parts of his "playing to win" philosophy in regards to his support of using certain tactics that other people thought were "cheap" or "cheesy" or "unfair." I mean, there were years when people thought the regular throw was "cheese" just cause they didn't know how to avoid it physically or strategically but this stuff was debated in the FGC for years. I thought there was more nuance in regard to his words on intentionally exploiting programming errors.
His writing style has definitely put people off but there are some strategic gems there that I took beyond fighting games into other competitive ventures. The whole "putting up walls" approach always fascinated me.
|
|
|
Post by unimportantguy on Jul 15, 2021 11:18:37 GMT
Speaking of books by famous fighting gamers, I hear good things about Daigo Umehara's book, The Will to Keep Winning. Though form what I understand, that one's more about mindset and philosophy with regards to competition than fighting games specifically.
Regarding Sirlin's play to win philosophy itself, I've long believed that in a well-constructed fighting game, there really isn't such a thing as a "cheap" or "unfair" tactic. I think the accusations of unfair tactics often come from ego and a desire to have something to blame. I think that sort of thing comes up with fighting games a lot because they're so directly competitive. In other popular video games, like Overwatch to take an example, there's always someone else to blame if you fail. In a fighting game, there is nobody to blame but yourself, and it can be hard to take that blow to your ego, so people make excuses. I feel like it helps to try to keep a sense of humor about your failings.
Speaking of my hilarious failings...
lol I'm bad at Strive part 22: lol whoops
Sometimes I get way too excited when I see an opening and just completely botch my execution, which is exactly what happens at the end of this match. May's command throw is a DP motion and somehow in trying to do it I hit the command for a high jump instead and just sail through the air, a sitting duck for my opponent. Though even if I'd nailed the input, I think the Potemkin probably would've managed to hit his command throw before I hit mine. It's a pretty funny loss, at least.
|
|